<html>
<body>
  <canvas id="myCanvas" width="400" height="400"></canvas>
</body>>
<script>
var canvas = document.getElementById('myCanvas');
ctx = canvas.getContext('2d');
image = document.createElement("img");
image.src = "../../../resources/black_white.png"
image.onload = function() {
  Promise.all([
    createImageBitmap(image, { imageOrientation: 'flipY' }),
    ]).then(function(sprites) {
  // Draw image onto the canvas
  ctx.drawImage(sprites[0], 0, 0);
});
}
</script>